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Introduction To 3D Game Programming With Directx 9.0C: A Shader Approach (Wordware Game and Graphics Library) 1st Edition
| Price | New from | Used from |
- ISBN-101598220160
- ISBN-13978-1598220162
- Edition1st
- PublisherJones & Bartlett Learning
- Publication dateJune 25, 2006
- LanguageEnglish
- Dimensions6 x 1 x 9 inches
- Print length544 pages
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- Publisher : Jones & Bartlett Learning; 1st edition (June 25, 2006)
- Language : English
- Paperback : 544 pages
- ISBN-10 : 1598220160
- ISBN-13 : 978-1598220162
- Item Weight : 1.95 pounds
- Dimensions : 6 x 1 x 9 inches
- Best Sellers Rank: #3,347,145 in Books (See Top 100 in Books)
- #29 in DirectX Software Programming
- #1,053 in Computer Graphics
- #2,161 in Game Programming
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He also has a very academic tone, but not a dry-academic tone, just a pure, fresh, academic tone. One never gets lost in explanations, and the sample programs are straightforward. One reviewer said that he disliked the way Luna writes the argument list of functions and whatnot. For me this was great: DirectX's public interface is so terrible (when is it a pointer? What does this typedef mean? Etc..), I mean, there is really very little consistence across types and typedefs and whatnot (hate the fact that there is absolutely no encapsulation, yielding to me always raising this question when writing code: was this a function or public member?). Well, It did me much justice to explicitly know what was going on in each function call.
I have read tons of programming books, on may topics, and few people handle concept pacing as well as Luna does (honestly, even if I liked Effective C++ more, I believe Luna has better pedagogical skills than Meyers (I know, Effecitve C++ is much more professional, but still)).
One of the things I disliked is the Framework he uses to build his programs. Yes, it was very easy to grasp, used many OOP concepts nicely, and overall it felt right. But the design pattern it followed felt to me as it could've been implemented better. The client beware condition of "only creating one App object" (and he does this with other classes too) is not something any C++ professional will be easily in love with. And actually, there is a way to implement this in a client safe pattern: Singleton design pattern (local static object constructed in a static function belonging to a class with private constructors).
I am not going to write anything more because all the other qualities have been (re)written a lot already, and I hate to do that.
But still, hope this helped.
Luna's book is the only book I've found that falls into the category that I needed: a book for competent programmers who know zilch about 3D programming. Back in 2006 I learned Direct3D using the first edition of this book at my job, and I recently bought this edition to refresh my memory.
The new edition contains all the introductory math and covers all the same subjects as the previous version, but the entire book has been re-worked to use programmable shaders. The use of shaders is fairly basic, but some more advanced techniques (such as bump mapping, displacement mapping, etc) are introduced as well. (All the typos from the first edition have been fixed, as well.)
If you're not familiar with C++, or if you're completely unfamiliar with trigonometry and geography, I would *not* recommend this book. It absolutely assumes C++ experience, and while it covers the math, it won't really teach you math from scratch, it will just help you remember those old classes from high school.
Also, programmable shaders will NOT work with older video cards, or certain modern budget video cards. That means everything in this book won't work. If that's an issue for you, I recommmend you get the first edition of this book.
If you're already comfortable with C++, this book is a great introduction to Direct3D. I really can't recommend it enough.
Regardless there are plenty of examples that are broken down into essential fragments that help you to understand key concepts. The first example for the Sprite Demo is pretty well done and walks you through the basic of creating textures and sprites, and drawing them as well as implementing backgrounds and controls so that you can start coding in no time.
As for the book itself, I am very picky and I'm not a fan of programming books that don't have a spine where they can stay flat open. This might sound ridiculous but this book is very small and can't stay open on it's own which I find kind of annoying.
There is a website however that features all the code from this book and it is a great resource in addition to the text if you are trying to learn DirectX.
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The examples are superb and clearly explained, with well-written code available on the book's website. By the time the reader has finished it, they should be quite capable of producing a basic 3D game that utilises all the graphical techniques modern videogames employ, including realtime shadows, dynamically changing water effects and effective lighting.
While this does not cover the more advanced techniques available with the latest DirectX editions, it should give such a grounding to the reader as to allow them to understand the API well and pick up additional D3D skills as needed. An indispensible reference for students, professionals and hobbiests alike.
You will definitely gain a lot from this book, but don't forget that it is meant to be an introduction. So you will have to do some additional reading if you want to make video games or even build your own engine. Buy it!
Im Buch wird nicht nur erklärt, welcher Quellcode/DX-Funktionen benötigt werden, sondern auch warum. Incl. vielen Bildern.
Außerdem folgen anschließend jeweils noch erklärte mathematischen Formeln, Grafiken, usw. Zum erklären & vertiefen.
Buch ist incl. vielen Bildern & Grafiken, Quellcodeauszügen und gut gegliederten Inhaltsverzeichnis bzw Buchaufbau.
Jedes Kapitel beginnt mit einer kleinen Kapitelinhaltsbeschreibung, und endet mit Aufgaben incl ergänzenden Angaben.
Übrigends: Das Buch handelt nicht ausschließlich von Pixel- & Vertexshadern, aber sie spielen ab S. 197 im rest des Buches öfter eine Rolle.
Originally I bought the book as a reference and supplement to the other books I have on the topic, but I found it so good that I am currently reading it from cover to cover. It has certainly deepened my understanding on 3D programming in general and using DirectX in particular.
It is one of the rare cases where the book really offers more than its cover says. While it surely begins with all the needed basics to justify the word 'Introduction' in its title it also goes very deep in a wide range of advanced topics. In my opinion this book is far more than just an introduction.
Another plus is that the book is very well written and uses a much better C++ programming style than I was used to with other books on the topic.
Not a downside, but something you need to know before buying the book is that you need good C++ reading skill to understand the coding examples. (Any serious DirectX programming I know of is done in C++ anyway, so that fact is more of a plus than a minus.) Another thing is that DirectX 10 is not covered. So do not expect any word on version 10 in this book. But as the title clearly states this is a book on DirectX 9. So you probably wouldn't expect DirectX 10 anyway.
If you want to know what is in DirectX 9 and how to use it, I would certainly recommend to go with this book.